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Márquez Segura, ElenaORCID iD iconorcid.org/0000-0002-3124-2286
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Publications (10 of 27) Show all publications
Turmo Vidal, L., Márquez Segura, E., Parrilla Bel, L. & Waern, A. (2019). BalBoa: A Balancing Board for Handstand Training. In: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Conference on Human Factors in Computing Systems (CHI), MAY 04-09, 2019, Glasgow, SCOTLAND. Association for Computing Machinery (ACM), Article ID LBW1414.
Open this publication in new window or tab >>BalBoa: A Balancing Board for Handstand Training
2019 (English)In: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, article id LBW1414Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Balance is an essential physical skill to master, but a challenging one given that it requires a heightened body awareness to control, maintain and develop. In HCI physical training research, the design space of technology support for developing such body awareness remains narrow. Here, we introduce BalBoa, a balancing board to support balance training during handstands. We describe key highlights of the design process behind the Balboa, and present a work-in-progress prototype, which we tested with handstand beginners and experts. We discuss feedback from our users, preliminary insights, and sketch the future steps towards a fully developed prototype.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
physical Training, Balance, Proprioception, Body Awareness, Embodied Interaction, Handstand
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-387238 (URN)10.1145/3290607.3312909 (DOI)000482042102012 ()978-1-4503-5971-9 (ISBN)
Conference
CHI Conference on Human Factors in Computing Systems (CHI), MAY 04-09, 2019, Glasgow, SCOTLAND
Available from: 2019-06-20 Created: 2019-06-20 Last updated: 2019-10-16Bibliographically approved
Márquez Segura, E., Turmo Vidal, L., Parilla Bel, L. & Waern, A. (2019). Circus, Play and Technology Probes: Training Body Awareness and Control with Children. In: Proceedings of the 2019 on Designing Interactive Systems Conference: . Paper presented at Designing Interactive Systems (pp. 1223-1236).
Open this publication in new window or tab >>Circus, Play and Technology Probes: Training Body Awareness and Control with Children
2019 (English)In: Proceedings of the 2019 on Designing Interactive Systems Conference, 2019, p. 1223-1236Conference paper, Published paper (Refereed)
Abstract [en]

Physical training can be frustrating and hard, especially for those who experience additional challenges to access and control their proprioceptive senses. In the context of designing for children with Sensory-based Motor Disorder, we designed and deployed a series of Training Technology Probes to be used in circus training. Here we focus on how these were used, tested, and appropriated by children and instructors during a six-week circus training course. Through these explorations, we identified a range of potential benefits from using their functions in training. We present the Physical Training Technology Probes and the benefits they brought to training. We show how the technology functions helped children focus and provided feedback related to posture and balance. Furthermore, their open-ended designs and versatile options for use were crucial in exploring their contributions to training, and in how they helped foster creative engagement with technology and training. Our work contributes towards understanding the specific requirements when designing for the target group, and more generally contributes with design strategies for technology support for skill training.

National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-401220 (URN)10.1145/3322276.3322377 (DOI)
Conference
Designing Interactive Systems
Funder
Swedish Research Council
Available from: 2020-01-07 Created: 2020-01-07 Last updated: 2020-01-07
Dagan, E., Bertran, F. A., Márquez Segura, E., Flores, M. & Isbister, K. (2019). Demo: A Social Wearable that Affords Vulnerability. In: UBICOMP/ISWC'19 ADJUNCT: PROCEEDINGS OF THE 2019 ACM INTERNATIONAL JOINT CONFERENCE ON PERVASIVE AND UBIQUITOUS COMPUTING AND PROCEEDINGS OF THE 2019 ACM INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS (pp. 272-273). ASSOC COMPUTING MACHINERY
Open this publication in new window or tab >>Demo: A Social Wearable that Affords Vulnerability
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2019 (English)In: UBICOMP/ISWC'19 ADJUNCT: PROCEEDINGS OF THE 2019 ACM INTERNATIONAL JOINT CONFERENCE ON PERVASIVE AND UBIQUITOUS COMPUTING AND PROCEEDINGS OF THE 2019 ACM INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS, ASSOC COMPUTING MACHINERY , 2019, p. 272-273Conference paper, Published paper (Refereed)
Abstract [en]

We present 'True Colors': a social wearable prototype designed to augment co-located social interaction of players in a LARP (live action role play). We designed it to enable the emergence of rich social dynamics between wearers and non-wearers. True Colors is Y-shaped, worn around the upper body, and has front and back interfaces to distinguish between actions taken by the wearer (front), and actions taken by others (back). To design True Colors, we followed a Research-through-Design approach, used experiential qualities and social affordances to guide our process, and co-designed with LARP designers. 13 True Colors wearables were deployed in a 3-day LARP event, attended by 109 people. From all the functionalities and interactivity the device afforded, players gravitated towards ones that emphasized the social value of experiencing vulnerability as a prompt to get together. This project was recently presented in CHI '19 [1] and may offer useful insights to others in the Ubi-Comp/ISWC community who develop technology to support co-located social experience.

Place, publisher, year, edition, pages
ASSOC COMPUTING MACHINERY, 2019
Keywords
Social wearables, wearables, RtD, LARP, co-located social play, embodied interaction, social touch
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-401991 (URN)10.1145/3341162.3350767 (DOI)000501543800071 ()
Available from: 2020-01-10 Created: 2020-01-10 Last updated: 2020-01-10Bibliographically approved
Dagan, E., Márquez Segura, E., Bertran, F. A., Flores, M. & Isbister, K. (2019). Designing 'True Colors': A Social Wearable that Affords Vulnerability. In: CHI 2019: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Paper presented at CHI Conference on Human Factors in Computing Systems (CHI), Glasgow, Scotland, May 04-09, 2019. Association for Computing Machinery (ACM), Article ID 33.
Open this publication in new window or tab >>Designing 'True Colors': A Social Wearable that Affords Vulnerability
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2019 (English)In: CHI 2019: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, article id 33Conference paper, Published paper (Refereed)
Abstract [en]

Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended to support social interaction in a live action roleplay game (LARP) setting. We describe the Research-through Design process that helped us to discover and articulate the possibility space of vulnerability in the design of social wearables, as support for producing a sense of social empowerment and connection among wearers within the LARP. We draw conclusions that may be of value to others designing wearables and related technologies aimed at supporting co-located social interaction in games/play.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
Social wearables, wearables, vulnerability, caring, interruptions, Research-through-Design, RtD, LARP, co-located social play, embodied interaction, play-to-lose, social affordances, social touch
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-390350 (URN)10.1145/3290605.3300263 (DOI)000474467900033 ()978-1-4503-5970-2 (ISBN)
Conference
CHI Conference on Human Factors in Computing Systems (CHI), Glasgow, Scotland, May 04-09, 2019
Available from: 2019-08-08 Created: 2019-08-08 Last updated: 2019-08-08Bibliographically approved
Turmo Vidal, L., Márquez Segura, E., Christopher, B. & Waern, A. (2019). Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction. In: : . Paper presented at Designing Interactive Systems Conference.
Open this publication in new window or tab >>Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction
2019 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Designing technology to support instructed physical training is challenging, due to how instructions rely on complex interactional and situational social processes. To support in-the-moment instruction, we engaged in a co-creative Research through Design process with a Yoga instructor. Together, we designed and deployed Enlightened Yoga: a training class featuring wearable projecting lights that augment the instructor's and trainee's movements, and highlight the orientation and positioning of key body parts. We present insights from the design process and a study of the class. We show how the wearable lights enabled a new shared frame of reference between instructor and trainees, that became instructable through the way participants could reference and orient themselves to it. This allowed the instructor to extend his instructional strategies, and enabled trainees to better act upon cues. We discuss how this was made possible by jointly designing the technology, its coupling with the body, instructions and exercises.

National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-396569 (URN)10.1145/3322276.3322338 (DOI)978-1-4503-5850-7 (ISBN)
Conference
Designing Interactive Systems Conference
Available from: 2019-11-06 Created: 2019-11-06 Last updated: 2019-11-06
Martin-Niedecken, A. L., Rogers, K., Turmo Vidal, L., Mekler, E. D. & Márquez Segura, E. (2019). ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, May 4-9, 2019 (pp. 1-15). Association for Computing Machinery (ACM), Article ID 88.
Open this publication in new window or tab >>ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup
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2019 (English)In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, p. 1-15, article id 88Conference paper, Published paper (Refereed)
Abstract [en]

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants’ multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
ExerCube, fitness game, exertion game, adaptivity, flow, gaming, physical training
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-387236 (URN)10.1145/3290605.3300318 (DOI)000474467901017 ()978-1-4503-5970-2 (ISBN)
Conference
CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, May 4-9, 2019
Available from: 2019-06-20 Created: 2019-06-20 Last updated: 2019-08-22Bibliographically approved
Márquez Segura, E., Turmo Vidal, L., Luis, P. B. & Waern, A. (2019). Using Training Technology Probes in Bodystorming for Physical Training. In: Proceedings of the 6th International Conference on Movement and Computing: . Paper presented at International Conference on Movement and Computing.
Open this publication in new window or tab >>Using Training Technology Probes in Bodystorming for Physical Training
2019 (English)In: Proceedings of the 6th International Conference on Movement and Computing, 2019Conference paper, Published paper (Refereed)
Abstract [en]

A promising domain technology design for physical training is as assistive tangible and wearable tools to help people understand, access, and act on their movement senses. To design these tools in close relation to a targeted training practice, we propose an embodied design activity using Training Technology Probes (TTPs). These are pieces of technology with a simple interactivity augmenting and exteriorizing cues from those senses. Here, we explain how we used existing TTPs as design material to spur creativity in an embodied co-creation design workshop that happened as part of an ongoing technology-supported circus training course for children with motor difficulties. Our contribution is two-fold: We present a novel form of embodied ideation method using TTPs as design materials. We also present and characterize novel design concepts, elaborating on three that were implemented and deployed in the context of our circus training class. We discuss their relevance in several physical training domains.

National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-396568 (URN)10.1145/3347122.3347132 (DOI)
Conference
International Conference on Movement and Computing
Available from: 2019-11-06 Created: 2019-11-06 Last updated: 2019-11-06
Dagan, E., Bertran, F. A., Márquez Segura, E., Flores, M. & Isbister, K. (2019). Workshop Presentation of a Social Wearable That Affords Vulnerability. In: UBICOMP/ISWC'19 ADJUNCT: PROCEEDINGS OF THE 2019 ACM INTERNATIONAL JOINT CONFERENCE ON PERVASIVE AND UBIQUITOUS COMPUTING AND PROCEEDINGS OF THE 2019 ACM INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS (pp. 461-462). ASSOC COMPUTING MACHINERY
Open this publication in new window or tab >>Workshop Presentation of a Social Wearable That Affords Vulnerability
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2019 (English)In: UBICOMP/ISWC'19 ADJUNCT: PROCEEDINGS OF THE 2019 ACM INTERNATIONAL JOINT CONFERENCE ON PERVASIVE AND UBIQUITOUS COMPUTING AND PROCEEDINGS OF THE 2019 ACM INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS, ASSOC COMPUTING MACHINERY , 2019, p. 461-462Conference paper, Published paper (Refereed)
Abstract [en]

We present 'True Colors,' a social wearable prototype designed to augment co-located social interaction among players in a LARP (live action role play). We designed it to enable the emergence of rich social dynamics between wearers and non-wearers. True Colors is Y-shaped, worn around the upper body, and has distinct front and back interfaces to afford actions taken by the wearer (front), and actions taken by others ( back). To design True Colors [3], we followed a Research-through-Design approach, used experiential qualities and social affordances to guide our process, and co-designed with LARP designers. 13 True Colors wearables were deployed in a 3-day LARP event, attended by 109 people. Out of all the functionalities and interactivity the device afforded, players gravitated most towards those that emphasized the social value of experiencing vulnerability as a prompt to get together.

Place, publisher, year, edition, pages
ASSOC COMPUTING MACHINERY, 2019
Keywords
Social wearables, wearables, vulnerability, RtD, LARP, embodied interaction, social touch
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-401992 (URN)10.1145/3341162.3345614 (DOI)000501543800115 ()
Available from: 2020-01-10 Created: 2020-01-10 Last updated: 2020-01-10Bibliographically approved
Turmo Vidal, L. & Márquez Segura, E. (2018). Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities. Multimodal Technologies and Interaction, 2(3), 1-40
Open this publication in new window or tab >>Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities
2018 (English)In: Multimodal Technologies and Interaction, ISSN ISSN 2414-4088, Vol. 2, no 3, p. 1-40Article in journal (Refereed) Published
Abstract [en]

Documenting embodied ideation activities is challenging, as they often result in ephemeral design constructs and elusive design knowledge difficult to document and represent. Here, we explore documentation forms designers can use internally during the design process in the domain of movement-based interaction in collocated, social settings. Using previous work and our experience from embodied ideation workshops, we propose three documentation forms with complementing perspectives of embodied action from a first and a third person view. We discuss how they capture ephemeral embodied action and elusive design and experiential knowledge, in relation to two interdependent aspects of documentation forms: their performativity and the medium they use. The novelty of these forms lies in what is being captured: ephemeral design constructs that emerge as designers engage with the embodied ideation activity; how it is portrayed: in aggregation forms that highlight elusive design knowledge; and their purpose: to clarify and augment analytical results improving the designer-researchers’ understanding of key aspects of the embodied ideation process and its outcomes, useful to advance the design process and for research dissemination.

Place, publisher, year, edition, pages
Australia: MDPI, 2018
Keywords
documentation, knowledge packaging, ideation, sketch, bodystorming, embodied sketching, embodied interaction, sensitizing, somaesthetics
National Category
Social Sciences
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-358228 (URN)10.3390/mti2030035 (DOI)
Available from: 2018-08-25 Created: 2018-08-25 Last updated: 2018-08-27Bibliographically approved
Turmo Vidal, L., Márquez Segura, E., Parrilla Bel, L. & Waern, A. (2018). Exteriorizing Body Alignment in Collocated Physical Training. In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Human Factors in Computing Systems, Montréal, Canada • April 21-26. Móntreal, Canada: ACM Digital Library
Open this publication in new window or tab >>Exteriorizing Body Alignment in Collocated Physical Training
2018 (English)In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Móntreal, Canada: ACM Digital Library, 2018Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Proprioceptive awareness is an essential but challenging skill to master. In HCI physical training research, the design space of how technology can help people to develop such awareness remains narrow. Here, we present a technological device that exteriorizes misalignments of different body parts by translating them to haptic feedback. We present preliminary insights gained during the design process and device testing, and trace the future steps of its technological development.

Place, publisher, year, edition, pages
Móntreal, Canada: ACM Digital Library, 2018
Keywords
Proprioception Awareness, Collocated Physical Training, Embodied Interaction, RtD, Prototype Testing
National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-358230 (URN)10.1145/3170427.3188685 (DOI)978-1-4503-5621-3 (ISBN)
Conference
CHI Human Factors in Computing Systems, Montréal, Canada • April 21-26
Available from: 2018-08-25 Created: 2018-08-25 Last updated: 2019-01-04Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-3124-2286

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